texture base_Tex;
sampler2D baseMap = sampler_state
{
   Texture = (base_Tex);
};
struct PS_INPUT 
{
   float2 Texcoord : TEXCOORD0;
};
bool swapY;
bool swapX;
float4 Pixel_Shader_ps_main( PS_INPUT Input ) : COLOR0
{
   if (swapX)
      Input.Texcoord.y = 1.0 - Input.Texcoord.y;
   if (swapY)
      Input.Texcoord.x = 1.0 - Input.Texcoord.x;
   float4 value = tex2D(baseMap, Input.Texcoord);
   return value;
}
technique Textured
{
   pass Pass_0
   {
      PixelShader = compile ps_2_0 Pixel_Shader_ps_main();
   }
}